]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/w_shotgun.qc
Merge branch 'master' into Mario/weapons_new
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shotgun.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ SHOTGUN,
4 /* function  */ W_Shotgun,
5 /* ammotype  */ ammo_none,
6 /* impulse   */ 2,
7 /* flags     */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating    */ BOT_PICKUP_RATING_LOW,
9 /* color     */ '0.5 0.25 0',
10 /* modelname */ "shotgun",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairshotgun 0.65",
13 /* wepimg    */ "weaponshotgun",
14 /* refname   */ "shotgun",
15 /* wepname   */ _("Shotgun")
16 );
17
18 #define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun)
19 #define SHOTGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, PRI,  ammo) \
21         w_cvar(id, sn, BOTH, animtime) \
22         w_cvar(id, sn, BOTH, refire) \
23         w_cvar(id, sn, PRI,  bullets) \
24         w_cvar(id, sn, BOTH, damage) \
25         w_cvar(id, sn, BOTH, force) \
26         w_cvar(id, sn, PRI,  solidpenetration) \
27         w_cvar(id, sn, PRI,  spread) \
28         w_cvar(id, sn, NONE, secondary) \
29         w_cvar(id, sn, SEC,  melee_time) \
30         w_cvar(id, sn, SEC,  melee_no_doubleslap) \
31         w_cvar(id, sn, SEC,  melee_traces) \
32         w_cvar(id, sn, SEC,  melee_swing_up) \
33         w_cvar(id, sn, SEC,  melee_swing_side) \
34         w_cvar(id, sn, SEC,  melee_nonplayerdamage) \
35         w_cvar(id, sn, SEC,  melee_multihit) \
36         w_cvar(id, sn, SEC,  melee_delay) \
37         w_cvar(id, sn, SEC,  melee_range) \
38         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
39         w_prop(id, sn, float,  reloading_time, reload_time) \
40         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
41         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
42         w_prop(id, sn, string, weaponreplace, weaponreplace) \
43         w_prop(id, sn, float,  weaponstart, weaponstart) \
44         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
45         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
46
47 #ifdef SVQC
48 SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
49 #endif
50 #else
51 #ifdef SVQC
52 void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN); }
53
54 void W_Shotgun_Attack(void)
55 {
56         float   sc;
57         entity flash;
58
59         W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo));
60
61         W_SetupShot(self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
62         for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
63                 fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN, 0);
64
65         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
66
67         // casing code
68         if(autocvar_g_casings >= 1)
69                 for(sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
70                         SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);
71
72         // muzzle flash for 1st person view
73         flash = spawn();
74         setmodel(flash, "models/uziflash.md3"); // precision set below
75         flash.think = SUB_Remove;
76         flash.nextthink = time + 0.06;
77         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
78         W_AttachToShotorg(flash, '5 0 0');
79 }
80
81 .float swing_prev;
82 .entity swing_alreadyhit;
83 void W_Shotgun_Melee_Think(void)
84 {
85         // declarations
86         float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
87         entity target_victim;
88         vector targpos;
89
90         if(!self.cnt) // set start time of melee
91         {
92                 self.cnt = time;
93                 W_PlayStrengthSound(self.realowner);
94         }
95
96         makevectors(self.realowner.v_angle); // update values for v_* vectors
97
98         // calculate swing percentage based on time
99         meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor();
100         swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
101         f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
102
103         // check to see if we can still continue, otherwise give up now
104         if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
105         {
106                 remove(self);
107                 return;
108         }
109
110         // if okay, perform the traces needed for this frame
111         for(i=self.swing_prev; i < f; ++i)
112         {
113                 swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
114
115                 targpos = (self.realowner.origin + self.realowner.view_ofs
116                         + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
117                         + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
118                         + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
119
120                 WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner));
121
122                 // draw lightning beams for debugging
123                 //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
124                 //te_customflash(targpos, 40,  2, '1 1 1');
125
126                 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || (trace_ent.flags & FL_MONSTER));
127
128                 if((trace_fraction < 1) // if trace is good, apply the damage and remove self
129                         && (trace_ent.takedamage == DAMAGE_AIM)
130                         && (trace_ent != self.swing_alreadyhit)
131                         && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
132                 {
133                         target_victim = trace_ent; // so it persists through other calls
134
135                         if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
136                                 swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
137                         else
138                                 swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
139
140                         //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
141
142                         Damage(target_victim, self.realowner, self.realowner,
143                                 swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY,
144                                 self.realowner.origin + self.realowner.view_ofs,
145                                 v_forward * WEP_CVAR_SEC(shotgun, force));
146
147                         if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
148
149                         // draw large red flash for debugging
150                         //te_customflash(targpos, 200, 2, '15 0 0');
151
152                         if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
153                         {
154                                 self.swing_alreadyhit = target_victim;
155                                 continue; // move along to next trace
156                         }
157                         else
158                         {
159                                 remove(self);
160                                 return;
161                         }
162                 }
163         }
164
165         if(time >= self.cnt + meleetime)
166         {
167                 // melee is finished
168                 remove(self);
169                 return;
170         }
171         else
172         {
173                 // set up next frame
174                 self.swing_prev = i;
175                 self.nextthink = time;
176         }
177 }
178
179 void W_Shotgun_Attack2(void)
180 {
181         sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM);
182         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
183
184         entity meleetemp;
185         meleetemp = spawn();
186         meleetemp.realowner = self;
187         meleetemp.think = W_Shotgun_Melee_Think;
188         meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
189         W_SetupShot_Range(self, TRUE, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
190 }
191
192 .float shotgun_primarytime;
193
194 float W_Shotgun(float req)
195 {
196         switch(req)
197         {
198                 case WR_AIM:
199                 {
200                         if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range))
201                                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
202                         else
203                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
204
205                         return TRUE;
206                 }
207                 case WR_THINK:
208                 {
209                         if(WEP_CVAR(shotgun, reload_ammo) && self.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
210                         {
211                                 // don't force reload an empty shotgun if its melee attack is active
212                                 if(!WEP_CVAR(shotgun, secondary))
213                                         WEP_ACTION(self.weapon, WR_RELOAD);
214                         }
215                         else
216                         {
217                                 if(self.BUTTON_ATCK)
218                                 {
219                                         if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
220                                         {
221                                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(shotgun, animtime)))
222                                                 {
223                                                         W_Shotgun_Attack();
224                                                         self.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
225                                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
226                                                 }
227                                         }
228                                 }
229                         }
230                         if(self.clip_load >= 0) // we are not currently reloading
231                         if(!self.crouch) // no crouchmelee please
232                         if(self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary))
233                         if(weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire)))
234                         {
235                                 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
236                                 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
237                         }
238                         
239                         return TRUE;
240                 }
241                 case WR_INIT:
242                 {
243                         precache_model("models/uziflash.md3");
244                         precache_model("models/weapons/g_shotgun.md3");
245                         precache_model("models/weapons/v_shotgun.md3");
246                         precache_model("models/weapons/h_shotgun.iqm");
247                         precache_sound("misc/itempickup.wav");
248                         precache_sound("weapons/shotgun_fire.wav");
249                         precache_sound("weapons/shotgun_melee.wav");
250                         SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
251                         return TRUE;
252                 }
253                 case WR_SETUP:
254                 {
255                         self.ammo_field = ammo_none;
256                         return TRUE;
257                 }
258                 case WR_CHECKAMMO1:
259                 case WR_CHECKAMMO2:
260                 {
261                         // shotgun has infinite ammo
262                         return TRUE;
263                 }
264                 case WR_CONFIG:
265                 {
266                         SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
267                         return TRUE;
268                 }
269                 case WR_RELOAD:
270                 {
271                         W_Reload(WEP_CVAR_PRI(shotgun, ammo), "weapons/reload.wav"); // WEAPONTODO
272                         return TRUE;
273                 }
274                 case WR_SUICIDEMESSAGE:
275                 {
276                         return WEAPON_THINKING_WITH_PORTALS;
277                 }
278                 case WR_KILLMESSAGE:
279                 {
280                         if(w_deathtype & HITTYPE_SECONDARY)
281                                 return WEAPON_SHOTGUN_MURDER_SLAP;
282                         else
283                                 return WEAPON_SHOTGUN_MURDER;
284                 }
285         }
286         return FALSE;
287 }
288 #endif
289 #ifdef CSQC
290 .float prevric;
291 float W_Shotgun(float req)
292 {
293         switch(req)
294         {
295                 case WR_IMPACTEFFECT:
296                 {
297                         vector org2;
298                         org2 = w_org + w_backoff * 2;
299                         pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
300                         if(!w_issilent && time - self.prevric > 0.25)
301                         {
302                                 if(w_random < 0.0165)
303                                         sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM);
304                                 else if(w_random < 0.033)
305                                         sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM);
306                                 else if(w_random < 0.05)
307                                         sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM);
308                                 self.prevric = time;
309                         }
310
311                         return TRUE;
312                 }
313                 case WR_INIT:
314                 {
315                         precache_sound("weapons/ric1.wav");
316                         precache_sound("weapons/ric2.wav");
317                         precache_sound("weapons/ric3.wav");
318                         return TRUE;
319                 }
320                 case WR_ZOOMRETICLE:
321                 {
322                         // no weapon specific image for this weapon
323                         return FALSE;
324                 }
325         }
326         return FALSE;
327 }
328 #endif
329 #endif